I really like building animations, and I don't think it's revealing too much, actually, in real life, you can see when a building is working or not.
Anyway, eventually, maybe the code could be updated to just show the animation to the player and its allies, hiding it to enemies?

Whoops, I confused their name with the engine of 0 A.D.! As you can see it's some time I was away from the game!
The name actually is OK, it's Pyrogenesis 1944, not Spring 1944! Which I think it's a really good name, similar (both referring to their original engine), but not the same.
And I meant Spring 1944 game assets are under CC-NC (so the mod won't be completely free like it is 0 A.D.).

Looking good!
I am just unsure about the name, probably not wise to the original game using the same game name.
Also it's a bit unfortunate Pyrogenesis is under CC-NC.
But I am really looking forward to this, especially if you find a way to mass import all their huge amount of models.

Hi, I want to share this interesting project of Mozilla, an Open Source (CC0) Voice Database to improve voice recognition software. You can contribute your voice, so that any software will eventually be able to better recognize your voice.

IIRC that effort stopped because there was nobody interested in reviewing BogDan patches at the time.
I remember compiling and trying it in on my Nexus 7 tablet, it somewhat worked, but it should require some effort redesigning the input system, otherwise you would still need to use a mouse on the Android device.

Related: https://www.zdnet.com/article/github-starts-blocking-developers-in-countries-facing-us-trade-sanctions/
However it's not GitHub itself to blame here, but US government.
IIRC we ourselves have a team member from Iran.

We already tried PNG lossless compression years ago. See this commit: https://trac.wildfiregames.com/changeset/16386 Notably the cursors went from 4+KB to 1+KB.
Ideally it should be done before committing the PNGs to the SVN. If you rather recompress the PNGs already committed, the SVN bloats (including the checkout) because it still keeps the older PNGs (because SVN needs to let you access older revisions) as well the new ones.
A better way to improve on game size (also reflecting in the final game download, not only on the source which has PNG but not S3TC textures) is to recompress the audio files, using a proper, updated ogg codec and sensible compression value. For some more info see this:

I like both Ponies Ascendant and Hyrule Conquest. Not that I played them a lot, but they are the most original, especially the latter, bringing some interesting diversity from vanilla 0 A.D..
Hyrule, especially, has a character choosing at the game start and many original units and graphics effects, not seen anywhere else.

There are already some mods or total conversion, see for example this: https://www.moddb.com/mods/hyrule-conquest
Some features may currently be missing, but if an interesting mod emerge they may be added, as already done in the past.
But someone should be committed in investing months of work designing models, animations, scripts and so on.
As an alternative, partially free (Creative Commons Attribution-Noncommercial license), RTS ,WW2 game you can have a look at Spring 1944: http://spring1944.net/ .

Selling code or art should be possible, STK does just that (as well as Red Hat and other commercial free software companies): https://supertuxkart.net/Donate
But indeed it is not needed until we have money available and no plan to use it.

You may want to do some graphs before/after the patches. See here for how to use the profiling feature: https://trac.wildfiregames.com/wiki/EngineProfiling#Simulationreplaymode
Also make sure the MD5 hash of final state is the same, if the changes are not supposed to introduce different paths.

The patch has a lot of whitespace changes, so it is not readable...
The buildlog seems fine to me.
I suppose jpeg support is not needed within wx (was also removed from the game itself), correct? Then it could also be disabled with --with-libjpeg=no .

I would first move building libpng (around L376) before wxwidgets (L335).
Then replace --with-png=builtin wxwidgets compile option with --with-libpng=sys .
It probably will fail because it will search in standard system location.
Then try to change the wxwidgets CPPFLAGS from CPPFLAGS="-stdlib=libc++ ... to something like CPPFLAGS="-Irelative/path/to/just/compiled/libpng/headers -stdlib=libc++ ... and LDFLAGS from LDFLAGS="$LDFLAGS" to LDFLAGS="-Lrelative/path/to/just/compiled/libpng/lib $LDFLAGS" .
EDIT: it should be similar to what done on sdl2 with iconv (L293).

The mod files should be zip. IIRC they are however generated with no compression, this to be better compressible in the 0ad installer. So it would make be nice to make mods using zip compression. (No idea if this is already done, didn't check).